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CR 6 – Monstrosity – Border Warden

**Tier 2 play**

**Monster Name**

Border Warden

**Size, Type, Alignment**

Large Monstrosity, Neutral Evil

**Core Stats:**

Armor Class (AC): 15

Hit Points (HP): 120 (15d10 + 45)

Speed: 40 ft.

**Ability Scores:**

Strength 18 (+4),

Dexterity 12 (+1),

Constitution 16 (+3),

Intelligence 6 (-2),

Wisdom 14 (+2),

Charisma 8 (-1)

**Proficiencies:**

Saving Throws: Strength +7, Constitution +6

Skills: Perception +5, Intimidation +2

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Poison

Condition Immunities: Charmed, Frightened

**Senses:**

Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 15

Languages: Understands Common but cannot speak

Challenge Rating (CR): 6

**Special Abilities:**

– **Aura of Authority:** All creatures within 10 feet of the Border Warden must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.

– **Unyielding Resolve:** When the Border Warden is reduced to 0 hit points, it can make one last attack before dying.

**Actions:**

– **Multiattack:** The Border Warden makes two attacks: one with its club and one with its intimidating roar.

– **Club:** +7 to hit, reach 10 ft., one target. Hit: 2d8 + 4 bludgeoning damage.

– **Intimidating Roar:** Each creature within 30 feet must succeed on a DC 15 Wisdom saving throw or take 3d6 psychic damage and be paralyzed until the end of its next turn.

**Recharge Ability:**

– **Territory Claim (Recharge 5-6):** The Border Warden can create a zone of 30 feet radius around itself. Creatures entering this area for the first time on a turn or starting their turn there must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of their next turn.

**Description:**

The Border Warden is a towering monstrosity, a fusion of flesh and armor, created from the remnants of those who dared to cross borders unlawfully. With a fierce demeanor and a relentless pursuit of its targets, it patrols contested territories, using fear and brute strength to maintain order. It employs cunning tactics to isolate and intimidate groups of adventurers, striking down those who challenge its authority swiftly. Legends say that it draws its power from the turmoil of its surroundings, thriving in conflict and enforcing a brutal code of law.

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